// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef NL_ITEM_SPECIAL_EFFECT_H #define NL_ITEM_SPECIAL_EFFECT_H #include "inventory_manager.h" /** * Helper class to manage special effects on items * \author Fabien Houlmann * \author Nevrax France * \date 2005 */ class CItemSpecialEffectHelper { public: // Singleton access static CItemSpecialEffectHelper* getInstance(); // Fill itemText with special effects from item sheet void getItemSpecialEffectText(const CItemSheet *pIS, ucstring &itemText); // Register a new item special effect void registerItemSpecialEffect(const std::string &name); private: CItemSpecialEffectHelper(); CItemSpecialEffectHelper(const CItemSpecialEffectHelper&); // Get UI text with values filled from 'effect' string ucstring getEffect(const std::string &effect, bool &first); // Map effects name with parameters typedef std::vector stringVector; std::map effectMap; }; #endif // NL_ITEM_SPECIAL_EFFECT_H